Posts: 3,626
Threads: 107
Joined: May 2012
Staff roles: Balance Dev
(10-03-2024, 01:44 AM)Spectre Wrote: Personally would have preferred if gun types got a touch up. Still, changes seem interesting, but field testing will be the decider.
Gun types versus shield types are inherently very rock / paper / scissors-like, with an extremely large dose of RNG. Sure, we could give more identity to Plasmas and then make the resistance against Plasmas on Molecular shields more significant, but how do you know ahead of time what you'll be shot by when you undock (in an average game session)? You kind of don't, especially if you're not logging in reaction to an already-assembled enemy force. It just feels bad if you're the unlucky bastard taking more damage for no good reason, rather than being fun for the user.
(10-03-2024, 01:44 AM)Spectre Wrote: 1. Will environmental effects be dumbed down this update as well? As it stands, regardless of distance, shield-type, or ship class, environmental hazards insta-kill shields. If they aren't being dumbed down, will molecular shields just receive a special resistance against these hazards altogether?
Not right now. The fact that Molecular also impacts hazards is more of a fun little tidbit than a real balance mechanic, currently. I wouldn't mind it becoming a bit more relevant, though I doubt we want to see people drive straight through Alaska's mine fields just because they have a Molecular, so we'll see where it goes.
(10-03-2024, 01:44 AM)Spectre Wrote: 2. Will these effect descriptions be added to in-game infocards for each shield, so as to not force people to comb the forums in a month or two to figure out exactly what's going on with their shield?